23 volatile u16 *blendControl;
33 *blendControl = control;
65#define FADE_DEFINE_BLEND(name, brighten, level) \
66 void name(s32 frames) { \
67 gBlendBrighten = brighten; \
68 gBlendLayers = FADE_GAME_LAYERS; \
69 gBlendStartLevel = gBlendTargetLevel; \
70 gBlendTargetLevel = level; \
71 gBlendDuration = frames; \
72 gBlendFramesLeft = gBlendDuration; \
116#undef FADE_DEFINE_BLEND
void Fade_ToBlack(s32 frames)
Fades out to black.
#define FADE_DEFINE_BLEND(name, brighten, level)
Fades BG1 to BG3, the sprites and the backdrop (0x3e) from the current target brightness to level ove...
void Fade_ToWhite(s32 frames)
Fades out to white.
void Fade_FromWhite(s32 frames)
Fades in from white.
void Fade_Wait(void)
Waits a frame at a time until the running fade has finished.
void Fade_FromBlack(s32 frames)
Fades in from black.
@ FADE_LEVEL_MAX
BLDY's strongest level: all white or all black.
@ FADE_GAME_LAYERS
The layers the screen fades take: all but BG0.
void Fade_Update(void)
Steps the screen fade once a frame, called by System_VBlankHandler: sets BLDCNT to brighten or darken...
void Fade_Start(s8 bright, s32 layer, u32 start, s32 target, s32 frames)
Starts a fade of any layers by setting the gBlend globals Fade_Update steps.
void WaitFrames(s32 frames)
The game's frame loop: runs frames frames and returns.
volatile u8 gBlendTargetLevel
volatile u8 gBlendDuration
#define BLDCNT_EFFECT_DARKEN
towards black by REG_BLDY
#define BLDCNT_EFFECT_LIGHTEN
towards white by REG_BLDY
What every part of the runtime object shares: its includes and the library call two parts make.